]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
use whoosh even when hit
authorMartin Taibr <taibr.martin@gmail.com>
Thu, 25 Jul 2019 13:18:47 +0000 (15:18 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Thu, 25 Jul 2019 13:18:47 +0000 (15:18 +0200)
qcsrc/server/weapons/tracing.qc

index f09bf1168eb330a249845880dff35478e4f4c29e..b84b03f59260dcd434a5cd607684a4100a687d2a 100644 (file)
@@ -273,26 +273,25 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        // spawn a temporary explosion entity for RadiusDamage calls
        //explosion = spawn();
 
-       // Find all non-hit players the beam passed close by
+       // Find all players the beam passed close by (even those hit)
        float length = vlen(endpoint - start);
        entity pseudoprojectile = NULL;
        FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
-               if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
-               {
-                       // nearest point on the beam
-                       vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
+               // not when spectating the shooter
+               if (IS_SPEC(it) && it.enemy == this) continue;
 
-                       float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
-                       if(f <= 0)
-                               continue;
+               // nearest point on the beam
+               vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
 
-                       if(!pseudoprojectile)
-                               pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
-                       msg_entity = it;
-                       soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
-               }
-       });
+               float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
+               if(f <= 0)
+                       continue;
 
+               if(!pseudoprojectile)
+                       pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+               msg_entity = it;
+               soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
+       });
        if(pseudoprojectile)
                delete(pseudoprojectile);